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Found 217 results

  1. I have been playing around with FE Builder and editing Fire Emblem 8. For the most part, it has been more straight forward than Nightmare, which is a win. I noticed that under patch tool there is a way to add custom character animations - similar to FE7. I would like to add a couple character specific animations into my mod. Problem: The top two patches Character Custom Animation Table Installer/Editor (shown below) will crash the game when any battle animation plays. I am also unfamiliar how to link up Event Assembler to FE Builder, so the button two Character Customer Animations are giving me lip. Anyone have any success at getting these character customer animation tables to work in FE8? Thanks much.
  2. Next up, we have Sacred Stones round 2, and Seth is out on probation (useable from chapter 6 onward). Furthermore, the secondary lord and Myrrh are not free; each will be joining only one team as well. This means the final team sizes will be smaller by 1.25 on average (Lord + Tethys + 7.75 =9.75 as opposed to 2 Lords + Tethys + Myrrh + 7 = 11), but final teams of size 11 generally have filler anyway. Plus I never saw a unit I didn't want to crowd source ratings to input into a computer that outputs a number to tell me how good they are. Except dancers, they dynamically change the value of other units too much. But I don't see why everyone should require Ephraim and Myrrh. Oh, and no free rides for trainees in the Tower: if you suck, your presence on a team will not be subsidized. I disallowed some undrafted unit behavior that is normally allowed, like shopping, trading around equipped items on drafted units, picking up NPCs, etc. If anyone thinks this is too restrictive I'd be open to changing my mind. They can still dig up desert items though; blocking that would just create more quasi-mandatory RNG abuse. Team structure: 1a. There will be four players. 1b. There are 31 units to assign. One team will have 7 units; the other three will have 8. 2. All teams may use: a. The main lord, (Ephraim counts as the main lord for 5x) b. Tethys, c. Orson, d. The secondary lord for 8 and 15. 3. If assigned, Seth may only be used starting chapter 6. Rules: 1. The game will be played on Hard Mode. 2a. Unassigned units may move, recruit units, rescue/drop unassigned units, trade between chapters, and dig up items in the desert. 2b. Unassigned units may not do anything else, including but not limited to enter combat, use items, trade/merch mid-chapter, visit (any building), rescue/drop assigned units or NPCs, steal, pick, or build Supports. 2c. Assigned units may do as they please without penalty. 3. Defend chapters count the last played Player Phase for turns if the timer is waited out. 4. Map shopping is allowed. 5. Do not enter avoidable skirmishes, the Tower, or Ruins. Unavoidable skirmishes must be immediately fled from. 5*. Tower is NOT allowed for Amelia or Ewan Penalties: 1. You may use an unassigned unit as assigned unit with a 4 turn penalty, per unit per chapter. 1*. There is NO special penalty for Seth. The bidding system has been upgraded with new, fancy number crunching and lots of matrices (hence the thread title). Check out the attached pdf for a thorough explanation and the txt files for how the system would have worked on the past auctions. Here is the github repo for the code that executes the auction. It isn't required reading though, just bidding as in the previous rounds should be fine. It's not like you need an html tutorial to use this website after all. SHA256 of my bids: C704068DE12BFB256C60A9AEC85AD403BBDEB8E0880D0C1916AED00515CC4ABE Send your bids in a PM like in the spoiler. These numbers are the median bids from the first FE8 auction, which also allowed Tower training, so don't just blindly copy (or do, I'm not your boss). There's also one empty team slot which will automatically be entered as a bid of zero for everyone. I was also wondering about using two bids per unit, one for each route. I'm not implementing that this time, but what do you think of the idea? It seems like you only go Ephraim route if you get Cormag, but that still leaves one team that potentially is misrated. feAuctionDoc.pdf fe8output.txt fe7Aoutput.txt fe7Boutput.txt
  3. Hey guys! I'm here to finally announce the first public release of my ROM Hack, Under Grey Skies! For those of you who haven't seen my ramblings on the FEU Discord, Under Grey Skies is a project I've been working on since early January. It follows the story of a young villager named Bruce, who sets out with some of his fellow villagers in order to fight in a civil war that, if lost, threatens to destroy their home and country. The gameplay of UGS is heavily inspired by the idea of hard hitting enemies with lower durability shown in games like FE12, while also utilizing the Circles Skill Patch (though unfortunately there have been some complications with skills due to classes not being able to learn multiple skills immediately upon promotion). This first version contain 7 Chapters, with 14 playable units as well as a completed arc of the overall story and supports (though at the moment many of the supports only go up to C in terms of writing). Attached to this are some basic screenshots from the game as well as links to the patch for you to download as well as the public discord server I have for the project if you have any questions or feedback. Keep in mind we are aware of a few non major but noticeable bugs, so I'll just list them here. -The units Ray and Leanne are currently unable to be Shoved -There is a minor spot in the battle screen that covers up that weapon name That's all, I hope you enjoy! http://www.mediafire.com/file/8vxqyq7csce8yy4/Under_Grey_Skies_v.1.0_Patch.ups https://discord.gg/DmjnMHy
  4. Howdy! I was wondering if it was possible to "freeze" a character's support point gains in FE8, until a certain threshold is reached (namely, beating a certain chapter)? So that, take Seth for example, he would be unable to access any support conversations, or even gain any support points at all, until chapter 8, or whenever.
  5. Alright, hi I'm MrGreen3339 and I'll be bringing you a screenshot LP that will also recognize a Japanese FE hack You're probably wondering "what in the world is Fire Emblem: Queen's Sword?" I won't blame you, you have to know where to look to learn about it. It's a WIP FE8 hack. Download the hack here: https://ux.getuploader.com/FE4/download/794 Here's some notes about this hack. It is set in Elibe, although it isn't linked to FE6 or 7 It uses a Str/Mag split and a skill system It features an FE5 style capture mechanic Custom music from various games is used, from old FEs to Advance Wars and even a Paper Mario 64 song. Without further ado, let's get started! As a fair note, all English terms I get are Google Translated. It will likely be the main humor source.
  6. new hack idea

    so i want to create a new rom hack using fe8 and i want to know which one you would want to see as i want to do one of these characters backstories similiarly to how 7x did
  7. FE8 Gameplay Reversion Hack

    I have just finished the first version of my Fire Emblem 8 gameplay reversion hack. This patch is meant to be applied to a US ROM. This hack will revert all the gameplay changes that occurred when bringing FE8 to the US (many of which are detailed on this page). A ton of things were changed during localization, but I'll detail some of the more significant changes below. Since there were so many things to change, a few things might have slipped through the cracks, and there may be bugs that I haven't caught yet. If you encounter any bugs or changes I overlooked, post a reply or P.M. me. I used FEBuilder GBA to make this patch. UPDATE 1.1 I've made some updates to the hack. Most of these involve boss A.I.: In chapter 5, Joshua will now attack Natasha if she's in range. In chapter 15, Caellach is no longer on a fort. He will also move to attack if a character is in range. In chapter 19, Riev will now move to attack if a character is in range. In chapter 20, Riev will now only attack an adjacent character (i.e., one he doesn't have to move in order to attack Update 1.2 Enemy weapon drops have been fixed. This should be the last version. Version 1.2 is available here. Previous versions: Version 1.0 Version 1.1 Among the many changes are the following: Weapon stats that were changed in the U.S. version were restored to their originals. Character growth rates were changed back to their Japanese counterparts. (Lyon's now suck. ) Character base stats were changed back to their Japanese counterparts. (Rennac's now suck. ) Enemy levels, level-up bonuses, and just stats in general were changed back to their Japanese counterparts. This is probably what caused the differences in Pablo and Riev's stats in the player's second encounters with them. Also, the monster encounters on the world map mostly have bosses at lower levels than the U.S. version--whether this makes their stats lower I don't know, but they'll probably give less experience. In Chapter 13 Eirika's route, Amelia joins at level 5 rather than level 4. Hard mode bonuses were changed to their Japanese counterparts. This should make the game more challenging... hopefully. Several classes had their stat caps altered in the U.S. version. These were changed to their Japanese equivalents. Many shops, especially some of the later Secret Shops, had inventory (or even just display order) changes in the U.S. version. These were reverted. The Pierce glitch was fixed. (Thanks goes out to Brendor for the assembly hack... whoever he is.) Gorgons used to fly. Now with the aid of hacking, they can take to the air once more! A lot of enemies had their inventories changed in the U.S. version, including several bosses. The U.S. inventories actually make them more challenging in my opinion. In particular, the U.S. version gave Javelins and Hand Axes to a lot of enemies that didn't have them before, gave a lot of Gorgons extra weapons, gave swords and bows to Rangers that previously only had one or the other, and equipped the Demon King with a different starting weapon. However, since these weren't in the original game, the patch gives enemies their original Japanese inventories. Several chapters had more unit deployment slots in the U.S. version. These were taken out. ... And many, many more! Incidentally, here are some things that were not changed: The Rapier and Reginleif still deal effective damage to Mage Knights. This was pretty clearly an oversight, so I decided to leave it as-is. The flickering of the Silencer skill is still purple, not red as in the Japanese version. Since this is a cosmetic change and not a gameplay one, I decided to leave it alone. Also, I can't find where the animation is stored. The text has been unchanged. Any translation/localization errors will still be in the game. So Neimi still knows Cormag somehow, and Garcia arm-wrestles himself. One final thing--Lyon's terrible growths may have been a developer oversight. They're identical to the "generic" growths seen on a lot of enemies, but those enemies typically use their class growths instead. I'm inclined to leave them as-is anyway, though, since he has good bases anyway, and he joins at level 14 in the Creature Campaign. Let me know if you want a version with the better growths. (Or hack the ROM yourself, it's not that hard to change.)
  8. Fire Emblem GBA Font Revamp

    In my last casual playthrough of FE7, I couldn't stand the dialogue font. Far too tall for how thin it is. With my experience messing around with roms over the years, I decided I could fix it myself. This is a personal QOL hack I made for myself, but I figured sharing it with others would be a great service. I started off by importing Sacred Stones' font. Unfortunately, I then discovered what a typographical nightmare that font is. Irregular x-heights make reading very uncomfortable, especially as a fast reader. So I made several edits to make it more palatable. Dialogue font x-heights have been normalized. The lowercase "y" is less thin. Menu fonts are also slightly modified and have had x-heights normalized. The lowercase "t" is taller. As I created it for my casual playthrough, I was able to playtest it from start to finish (Lyn Normal -> Eliwood Normal) with no issues. Here are some screenshots: FE7 Font Revamp v1.0.ips (Apply to a US FE7 ROM) Of course, I wasn't done there: there were still two other Fire Emblem games I've yet to play that feature the same crappy fonts. Well, I'm glad to announce that I have font patches available for both Sacred Stones and Binding Blade! I haven't had the chance to test either of these to a great extent, so let me know if you come across any problems. FE8 Font Revamp v1.0.ips (Apply to a US FE8 ROM) FE6 Font Revamp + Text Crawls v1.0.xdelta (Apply to Gringe's FE6 Translation v1.0) The following patch works on both the current fantranslation and the old one. It's missing text crawls, but it is functional. FE6 Font Revamp v1.0.ips (Apply to any English-patched FE6 ROM) Because this hack only modifies font graphics, almost all romhacks should be compatible! If you would like to use these font modifications in your own romhacks, feel free to do so! Credit is highly appreciated, but not necessary. Explicit permission is not needed, but I'd love to hear if you're planning on using these. I hope you are able to get as much out of these as I have!
  9. Help make my completed romhack pretty!

    Hello all, A week and a half ago I released a completed 19-chapter romhack called "Heaven's Bloom." However, there are many things on the artistic side of the project which are somewhat beyond the scope of my talent, so I've come here in search of volunteers to help with a few aspects of this. 1. Mugs I've made mugs for all* the playable characters and major NPCs, but they're fairly sloppy splices of other FE assets, and they aren't 'clean' by any means. Additionally, minor bosses currently just have re-used FE8 mugs, and *two of the playable characters (Hands and Derruk) currently use un-used mugs from base FE8. I would ideally want all of these mugs to be re-done, while keeping things like hair / armour colour intact. 2. Maps For the prologue and chapters 1-9, I was working with someone who was really good at making maps look aesthetically pleasing. However, he got burnt out for the project, so the rest of the maps were done by me, and I'm much less talented in this regard; there's a noticeable drop in the visual quality of the maps after chapter 9. For this, I would want someone who can touch up these maps in the colour / shading department while retaining the current layout & terrain 3. Music This is probably the least urgent of my goals. I've written original music for much of the game, but sort of got burnt out and didn't end up doing everything - all the map & battle themes are done, but most of the cutscenes still have FE8 music. I know this is a spriter's forum so it's a long shot, but if anybody is good at composition and wants to send me MIDI files that thematically fit with the music I've written, I would not be opposed in the slightest. Anyone who's played the hack probably also knows that the battle palettes are also a bit of a mess, but somebody has already volunteered to take care of this, and they're doing a really good job so far. I'll be very grateful for any & all help with these aspects of the project! You'll be included in the special thanks section of the main thread & eventually the in-game credits screen. Just send me a PM so that I can make sure you're not working on the same asset as someone else. With that said, hope everyone's weekend is off to a great start
  10. Fe6 Remake (Fe8)

    Hello everyone, so I've recently been working on a remake of fe6. Basically fe6 ported to fe8. I'd like to think your opinion about it. This project will include; -Better text -QoF patch (even though I'd love to have more mechanics like a strength and magic split) -Display all weapons patch -more weapons (like Noble Rapier etc.) -Blinking frames for the portraits and recoloured and lastly! -nothing here have some screenshots
  11. TL;DR: Google Drive link to ups patches (patches for FE8U!!!) Are you tired of waiting for FE Switch news? Do you want to escape from the bridal Sanaki controversy? Do you need a break from shitposting on reddit? Look no further than this thread! A little over a year ago, I delved into the vast and scary world of GBA Fire Emblem romhacking. Today, I'm very happy to announce that my pet project, Fire Emblem: Heaven's Bloom, is complete and playable from start to finish. Features: 19 chapters (inc. prologue and endgame) patches for both easy and hard mode the FE8 skill system, courtesy of circleseverywhere a character-focused story which takes itself seriously 37 unique support chains w/paired endings for some original map, battle, & boss music, and some original cutscene music (was planning to replace everything with my own but I'm not a composer ;_; might finish this in the future) The story begins in the Kingdom of Adestria. Hundreds of years ago, Humans competed for survival with magically gifted beings known as 'Fae'. Over time, a breed of 'Half-Bloods' emerged, descended from parents of each race. The Half-Bloods chose to ally themselves with the weaker Humans, and the Fae were destroyed. The Half-Bloods then turned on the humans, using the powers of their Fae blood to subjugate and enslave their magically-inert cousins. A little over a hundred years have passed since the subjugation. Our main characters are two Half-Bloods: Lord Cassius Malberry and his sister, Fordra. Hoping to find the cure for a horrible disease, they hunt for an ancient Fae tome... The story is not deliberately edgy, but fair warning: it does involve some mature topics such as racism, (off-screen) child abuse, and (off-screen) torture. Gameplay-wise, I tried to live by two main philosophies: 1. Give players lots of choices when building their strategy - All promotion items are master seals, so players may promote their characters in any order. Since FE8 was used as a base, branching promotions work as expected. Shops throughout the game usually stock large varieties of strong weapons, earlier than one might expect. Most maps have multiple avenues of approach. Finally, one of the main characters is a staff user with very high magic, and staves such as sleep and silence have had their durability increased, allowing players to make much more liberal use of these dynamic options. 2. Encourage players to use all characters. Some support chains are fairly significant to the development of the world or the backstory, and I didn't want these being missed on the bench. Playable characters tend towards higher bases and lower growths, so it's harder to train a single monstrous juggernaut, and characters can remain relevant even if their exp distribution isn't being constantly watched. Further, the deployment limit is high enough that benching characters isn't necessary. Regarding difficulty, I honestly have no idea how hard or easy this game would be considered relative to other FE games. My perception is skewed after playtesting it so much and learning the optimal strats for everything. Easy mode reduces enemy bulk across the board (hp, def, res, and spd), reduces all stats of enemy bosses, and removes skills from some enemies. I would definitely recommend Easy for FE beginners or people who have only played SS/PoR. You can always replay it on Hard mode later Known/reported glitches: If you encounter any more glitches, please inform me so that I can look into them! Easiest way to contact me would probably be a DM on twitter (@EAA_Len) or reddit (/u/Roosterton). I admit to not checking these forums as often as I should, but I will probably be checking this thread for a few weeks at least. Full character list w/recruitment information: Special thanks to: Jake "Firefly" Turner (@SSBB_Firefly on twitter) for making the first ten maps of the game very aesthetically pleasing. KidCinder for fixing & improving battle palettes Attila for specific portrait help & feedback People who have streamed or done Let's Plays to raise awareness: IrisZ, Shinkou, Attila the players who have provided truly great feedback Every single person who has contributed documentation or other resources to the FE romhacking community, but especially Nintenlord for his event assembler and NGmansion for FEBuilder. GabrielKnight for his hatless mage battle sprite oracle_of_fire and Aviv for their 'sister' battle sprite With that said, I'm going to stop talking and let the game speak on my behalf! Google Drive link to ups patches Imgur album with screenshots from the first two levels Changelog so far:
  12. Hi all, To give some context, me and a friend have been working on a full romhack of FE8 for about a year. We replaced the prologue through to chapter 8, then decided we'd rather not deal with the hardcoded route-split stuff, so from there we've been working over the Tower of Valni (1-8) and the first two chapters of the Lagdou Ruins, with the replacement for Lagdou Ruins 2 being the game's final chapter. However, trying to load the epilogue from here seems to cause some issues. Here's my ending scene: I know that the ending scene loads properly because the background / text stuff all appears properly. MNC4 0x0 is the code found at the end of the normal game (21x) which loads the epilogue. When I save after this ending scene, the save gets written over saying "epilogue" as if it's working properly, but then instead of loading the epilogue it loads... the exact same chapter that was just finished. I don't think this problem is exclusive to Valni / Ruins chapters, since I tested by placing MNC4 0x0 at the end of one of my earlier chapters, and the same issue occurred. So I think the problem must be that the game doesn't want to load the epilogue while it's still in the pre-split Eirika's route? But I'm not sure. If anyone has experience with this or knows how to work around it, I'd greatly appreciate it!
  13. [FE8] Unit Loading Issue

    I've run into this issue whilst hacking FE8 on chapter 2, although I'm not sure if the chapter itself is the problem. So, when I load my units, everything is fine at first, as seen in this image: https://imgur.com/mWs7e2O But whenever I restart this chapter, (by using the in-game menu option) for some reason the cleric and the knight change classes to a knight and a paladin respectively: https://imgur.com/sw0q9w5 This doesn't occur when hard-resetting the emulator or resuming the chapter. (although the changes will be there if resuming after restarting the chapter) If it does mean anything, the two units in question here are being loaded using the LOAD2 command, as they had appeared in the previous chapter, where they were loaded using LOAD1 and below is the unit pointer bracket which they are being loaded in, along with the other two allied units, who appear to be fine. And when they change into the class, they retain all of their current stats and weapon ranks and inventory, so they don't appear to be loading as completely different units. I've attached the event script below, including the code where I load them in. For reference, the two units experiencing this issue are Gilliam (Sword Knight) and Franz (Cleric). Units: UNIT Eirika EirikaLord 0x0 Level(1,Ally,False) [1,14] 0x00 0x00 0x00 0x00 [Lightning, Vulnerary] NoAI UNIT Ephraim EphraimLord Eirika Level(2,Ally,False) [2,14] 0x00 0x00 0x00 0x00 [LightAxe, HandAxe] NoAI UNIT Gilliam ArmourSword Eirika Level(4,Ally,False) [2,13] 0x00 0x00 0x00 0x00 [IronSword, Vulnerary] NoAI UNIT Franz Attendant Eirika Level(1,Ally,False) [1,13] 0x00 0x00 0x00 0x00 [LightStaff, Heal] NoAI UNIT Enemies: UNIT Bone Mercenary 0x00 Level(5,Enemy,False) [12,1] 0x00 0x00 0x00 0x00 [IronBlade] AttackInRangeAI UNIT 0x34 Soldier Bone Level(3,Enemy,True) [4,7] 0x00 0x00 0x00 0x00 [IronLance] AttackInRangeAI UNIT 0x35 Mercenary Bone Level(3,Enemy,True) [4,8] 0x00 0x00 0x00 0x00 [IronSword] AttackInRangeAI UNIT 0x36 Fighter Bone Level(3,Enemy,True) [4,9] 0x00 0x00 0x00 0x00 [IronAxe] AttackInRangeAI UNIT 0x37 Archer Bone Level(3,Enemy,True) [4,10] 0x00 0x00 0x00 0x00 [IronBow] AttackInRangeAI UNIT TurnBasedEvents: END_MAIN CharacterBasedEvents: END_MAIN LocationBasedEvents: END_MAIN MiscBasedEvents: CauseGameOverIfLordDies DefeatBoss(EndingScene) END_MAIN Dunno: //DO NOT TOUCH WORD $00 Tutorial: //DO NOT TOUCH WORD $00 TrapData: END_MAIN ALIGN 4 BeginningScene: RELOAD(Units) //RELOAD = "_LOAD2 0x1 UnitPointer" ENUN LOAD(Enemies) LOAD(NPCS) ENUN ENDA EndingScene: STAL 50 MNC2 Ch3 ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data //Map Starts at B2C880 MESSAGE Events end at offset currentOffset Let me know if there's any other information I can provide.
  14. Sprites Needed!!!

    Hey, I need a few sprites for a fan game I'm working on, anyone who can help please get in touch/reply. Here's a list of sprites needed. (The game is from the GBA era so GBA sprites only please!!!) 5 Lord Sprites, one modelled after an archer, light mage, mercenary, pirate, sage, and wolf. A reworking of the wolf sprites from FE8. Thunder, Wind, Fire, Light and Dark Mage, Sage, Archsage. Lancer. Marshall. Trueblade. Custom sprite that looks like Diviner/Onmyoji. Custom sprite that looks like Arcanist/Cantor. Custom sprites that look like Ninja, Master Ninja and Whisper. Strageist/New Valkyrie. Medic, Doctor and Nurse. Damsel/Consort Reaver. Hunter, Clawman, Ripper. Saint Anyone who is able to help I will be greatful to, and will be mentioned in games ending credits. Also if your intrested in the game, or able to help in any other way/know anyone who can, the check out my topic in concepts, Fire Emblem Tales of the Stones. https://serenesforest.net/forums/index.php?/topic/83172-fire-emblem-tales-of-the-stones/&page=2&tab=comments#comment-5206094
  15. Chapter 5x difficulties

    So in a small hack I'm making for a bunch of my friends I wanted to change around the order of recruitment for some of the characters, but after 5x the game removes Ephraim from the party and adds in the character I replaced him with in 5x to the party. I've been using FEBuilderGBA for the bulk of the editing and I can't find any specific function in either the 5x Post Chapter event or the Chapter 6 Pre Chapter event that removes Kyle Forde and Ephraim so I'm at a bit of a loss. While it's easy enough to add the removed Ephraim back to the party I don't know how to remove the character who replaced him. So if anyone has any idea how to remove a character from the party or change which characters get removed at the end of 5x that would solve the problem I'm having.
  16. Solving Softlock

    Me and my friend are working on a fan game that's patched to FE8 on FEBuilder, but after the second map, (Chapter 1) The game softlocks before you go to the world map, any advice?
  17. Anybody know how to insert an midi music file into fe8 using fe builder? Not just from another fe game but from any game that has an midi file, and if it requires a certain patch? I see there is a section where you can import and export from other games but it doesn't specify which address is music. If anybody knows how to do this, the details would be appreciated thanks.
  18. Fire emblem Tales of the Stones

    The idea of this mod comes from Ethan Brooks. This is a very early version of the mod. If anybody can help that would be nice and is also wanted. You patch it with Fire emblem 8 sacred stones. So far the story is only told with the opening and the story in between chapters is not yet implemented but will be at a later date. This mod goes up to chapter 2 (3 maps/prologues.) Story Takes place 15 years after sacred stones, focuses on a young boy named Ethan and his adventures. You can meet new people and old known people. Sometimes things doesn't go the way Ethan hoped for. Download : Fire Emblem TOTS (V.0.01) (It's a .ups) Pictures All the maps that are playable right now.
  19. Fire Emblem Tales of The Stones

    Planned Project Brand new classes! Brand new weapons! 10 arcs of fun! New tribes to be discovered! Brand new maps! Brand new charcters! Get Involved! My email - [email protected] Discord Topic - https://discord.gg/u8BFwM6 FE Universe Post - http://feuniverse.us/t/fire-emblem-tales-of-the-stones/3692 My discord - ethanb2309#5114 UPDATE 02/06/18 The game is progressing and it is ready to release, however we have two massive glitches that are preventing the game release. As such we cannot put the rom out until they are fixed. I am hoping that it is resolved soon, but if anyone would know to help or can recommend places to go to it would be really appricated! UPDATE - 30/05/18 The game is coming along nicely, I would like to thank my wonderful team for sticking with me and we just need to finish items and do a test run then the game will be ready for release! As such anyone who is intrested in playing should get in contact to secure a place, you can reach me through the details provided above. In the meantime please enjoy this sneak peek of the first boss and map for the game! UPDATE - 19/05/18 Apologies for not keeping the topic updated, however I am happy to announce we are still developing the game! The first version that me and my team is planning to release will be out soon, we are just doing finishing touches like item icons and class stats. In the meantime anyone who is willing to help would be appricated, and I thank my current team for sticking by the project. To keep you intrested here's some details and screenshots. Plans for Fire Emblem Tales of the Stones V1.0 release. Three brand new classes to the fire emblem series. 4 exciting maps to play on. A fully fleshed out narrative. New items and weapons! ORGINAL POST On the distant horizon... a new Fire Emblem fan game is coming on your computer! But it (HOPEFULLY) won't take a year of no news like Nintendo, this game is set 15 years after the events of FE8 and follows the events of a young merc who has to flee Grado and unite the nations to take back your homeland! Here's the details - -A Fire Emblem game that is divided into 10 arcs! -All new charcters and classes that will be available to you! -A BRAND NEW! AND ORGINAL STORY! -Meet new friends, and old ones turned foes. -And discover new people and places that weren't known of Magvel 15 years ago! The game will be released in updated patches based on Arcs, Arc 1 should be released within the next two weeks and a delay at most of a month for new game arcs. I hope you will all look forward to this game, and please use this topic as a discussion point. I hope you all enjoy it! Also anyone who can contribute in any way would be appreciated as this an ambitious project and you will all be credited in the games credits and any future posts!
  20. The Selective FE8 PME!

    This is a Pick My Edits based on a topic I posted a few months ago. Feel free to add suggestions in either here or the original thread, and I'll decide if it goes in. 4/23/2018: BETA 1.1 is live! 4/24/2018: BETA 1.2 is live! 4/26/2018: BETA 1.3 is live! 5/11/2018: BETA 1.4 is live! 5/17/2018: BETA 1.5 is live! 5/31/2018: BETA 1.6 is live! 6/19/2018: BETA 1.7 is live! Current Features: Patch List: Planned Features: Credits: @7743 for making FEBuilder, and Nintenlord for making Event Assembler, and to those over on FEUniverse who made the DSFE growths patch, the Melee & Magic patch, the Display Weapon Ranks patch, and the animations for Bow Generals, armored Ballistician and Mage Knight with Swords, and to those who made the graphics for literally every new thing in the hack.
  21. New FE8 Fan Game Anyone?

    So, I have a concept and I'm working on a new fire emblem game that would be set after the events of FE8. I currently need some script writers, portrait makers, code writers and sprite designers. If you can help or know any users who can please let me know! Thanks! :) P.S I have map design and script writing mostly covered, but any help would be helpful! :)
  22. People Needed for a Fan Game

    Hey anyone who's willing to help me, I have plans for a new Fire Emblem Fan Project, I currently have writers covered but anymore would be helpful, also for map design so all I need is sprite makers, portrait makers and code writers but if you can help in any way it would be greatly appricated. If your interested then private message me or comment interest/people who could help and I'll put in the effort A huge thanks to anyone willing to help and those already helping :)
  23. New FE8 Fan Game Anyone?

    Hey everyone so I've had the idea to create a new Fire Emblem Fan Game. It does not currently have a name, but I have already thought of the chapter names, a few character names, stats etc. I have also made a story concept. The game is set on Magvel, 20 years after the events of FE8. Everything is at peace until King Ephraim of Renais decides to attack Grado suddenly. As such it is up to you to travel to the other nations and convince the leaders to support the taking back of Grado. I have also designed 40% of the maps, listed out units on 10% of the maps, named every single chapter and the location it's in. All the classes are thought out, alongside promotional items and 50% of weapons are done. I have been working on this project on my own, but anyone who can help with coding, writing and character portraits would be greatly appreciated. Any help would be grateful tbh. :)
  24. Polls

    Hello, so I am desperate and I have no activity to do in my free time and I thought of doing this rather than doing something else, creative. So, here's a poll
  25. [FE8] The Beggining

    Greetings, Serenes Forest! I hope everyone's having a great Easter. As it happens, today is the day I have finally completed my magnum opus, THE BEGGINING. I sincerely believe you will find this game to be an epic and scintillating quest for revenge that will keep you on your toes. The game patches to FE8. DOWNLOAD SCREENSHOTS: SPECIAL THANKS: